Prop point position within static Collada meshes do not get exported or interpreted correctly by the game.

Description

Prop points get moved and pitched 90 degrees when exported from Max to Collada and into the Game. Not sure if this is an exporter issue or a game engine issue where the game does not interpret the Collada data correctly.

We have fixed this in the past by manipulating the dummy helper in Max prior to exporting to Collada. This is not an ideal solution, because it adds more work and testing for each and every model we export with a prop point attached, and will confuse modders in the future.

COLLADA models specify the up axis which the exporting 3D editor uses (it can be X-up, Y-up, or Z-up, but I think realistically we only have to worry about Y-up and Z-up), so we have to transform the mesh vertices, bones, and prop points accordingly. The game uses a left-hand Y-up coordinate system, COLLADA is always right-handed (see ​this page for illustrations of these terms), so we have to flip an axis as well.

The problem is that for static meshes we have been transforming the mesh and ignoring the prop points, the result is they appear to be offset and rotated due to using a different coordinate system. I've tested some changes to the PMD converter that seem to work with Max (Y-up or Z-up per exporter option) and Blender (Z-up - no exporter options in 2.58). I can't seem to import a model with prop points in Blender 2.49, so I haven't tested that.